Fun concept! A bit glitchy (which is fine for jam a game) and took some time to get used to controls, but it didn't stop me from completion.
I already gave you some feedback about camera and platforms disappearing after you jump off of them, and to elaborate - it felt like I couldn't see enough of the arena with how the camera was zoomed in. In addition, the camera movement while jumping around felt a bit disorienting. Maybe try a static camera with full arena view during boss fights, like in War in Heaven?
As for platforms - because they just turned gray(?) after jumping off, I couldn't immediately read it as "you can't jump back on it anymore". I would suggest to turn them maybe to 10% transparency after jumping off, gradually going back to maybe 60% transparency, before immediately becoming opaque. This way I think it'd easier to read the states of "you just jumped off of it and can't jump back", "you still can't jump back but it's getting closer", and "you can jump back now" without confusing one for the other.
There were a couple more issues/nitpicks, but they all stem from the two I've described. And could also be plain skill issue on my part. I'd just add that Nattland Interactive's comment about color language is spot on, as are Bad Piggy's comments about overall gameplay experience. Last but not least, I want to point out that the artstyle really turned out just fine and not bland at all. The Blade Rush powerup in particular adds personality, and boss attacks are fairly varied and feel distinct from one another. Well implemented minimalist/geometrical styles tend to leave a lot to the player's imagination, so I think if you focus on a solid gameplay foundation and add smaller things to give it life, the resulting experience will be quite worthwhile, whether it's with or without googly eyes for the boss ^^
Hope the feedback will be of use. Congrats on finishing the jam!
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Wasssup Aru!
Love your in-depth comments and I super duper appreciate your breakdown on this. Better visualisation/communication on how the platform works is something we could definitely spend more time on but we opt for it to be this way - something to look into after this jam I suppose!
I'll also definitely look into the camera movements, I think that's something we were still grappling with - having to balance either giving focus to player, or to arena. It seems there are multiple comments suggesting the former. Appreciate your thoughts!